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Nov
15
awarded  Popular Question
Oct
22
awarded  Popular Question
Sep
25
awarded  Nice Answer
Sep
12
accepted Only affect pixels in buffer with alpha 0
Sep
6
answered Only affect pixels in buffer with alpha 0
Sep
6
comment Only affect pixels in buffer with alpha 0
Well this is awkward...Apparently I already fixed it after discovering the problem. Blending : BlendingOperation.SourceAlpha, BlendingOperation.DestinationAlpha did the trick apparently. I had this issue a while now but have only been working with hard edges. So I had no idea my problem was already solved. ACK!
Sep
6
comment Only affect pixels in buffer with alpha 0
I do want the option for smooth edges ( so any texture can be substituted without resorting to removing soft pixels). The problem is , for example, once 2 of these circles overlap the alpha in the edges replace the black and cause an ugly alpha effect. Ill update with a picture.
Sep
6
asked Only affect pixels in buffer with alpha 0
Jul
2
awarded  Curious
Jun
19
awarded  Yearling
May
9
comment How do I use tiles and sprites together in an isometric scene?
It only updates the order if the depth of a sprite has changed. I'm also keeping track of a grid but you can't place a sprite in between when you're rendering the grid first. So I just have a list of buckets where all my sprites go into, and only one of the buckets update when a depth changes(tiles as well as any other sprite). And in what way should I use a doubly linked list exactly?
May
8
comment How do I use tiles and sprites together in an isometric scene?
an algorithm that performs well with almost sorted lists I'm using pigeonhole algorithm. And it works brilliantly actually. But not sure how intensive it is. But I can see it being memory intensive at some point because of all the buckets that are created.
May
8
comment How do I use tiles and sprites together in an isometric scene?
Thanks for the info btw. Ill take some time to look further into it.
May
8
comment How do I use tiles and sprites together in an isometric scene?
As of right now I'm aiming for a single tile layer with dynamically elevated tile heights ( like so : 1.bp.blogspot.com/-WoGz4ctA25g/T5CVYy4MlpI/AAAAAAAABbo/…). So I've simply made sure every tile is a sprite so I can mingle them with any other sprite. Although the con of this setup is that a tiles become more bloated due to all the sprite properties they inherit and anything super. I might actually consider going full 3D because the more I think about it, it makes more sense. But I absolutely love the 2D flair and don't want to loose that.
May
8
accepted How do I use tiles and sprites together in an isometric scene?
May
7
comment Calculate iso coordinates for tiles
@AndonM.Coleman googledrive.com/host/0B97j9rSYGvSsa3Qxeks3bFNSOUE use AWSD to move around. You can see that it adapts, here the tiles do have a more meaningful isoX and isoY value. But the lay out is broken now. While this one googledrive.com/host/0B97j9rSYGvSsbTAycDJ1b251TlE has the right layout but the isoX and isoY are set to that in the foorloop. This causes practically all tiles to be in a fairly short depth range. What I'm asking is how to calculate the right isoX and isoY values which are then used to project to screen x,y.
May
7
comment Calculate iso coordinates for tiles
@AndonM.Coleman when i say "should overlap" I mean exactly that. Im still working on correctly displaying them. However it does not change the fact that the isoX and isoY coordinates of the tiles are wrong. In my double forloop you can see what the values are set to. They do not reflect their actual isoX and isoY position. They screen position are correct because I use a multiplier. But their position should actually be calculated from isoX and isoY alone.
May
7
comment Calculate iso coordinates for tiles
@AndonM.Coleman That's not the issue at this point. The problem is assigning the right coordinates to the tile objects. Otherwise the sprite will always get above every tile which is incorrect. Sorting has already been resolved by using pigeonhole algorithm. But it won't display it correctly because the tiles have nonsense isoX and isoY values.
May
7
revised Calculate iso coordinates for tiles
added 53 characters in body
May
7
comment Calculate iso coordinates for tiles
@zaratustra It's not the same, I'm already using that in my code above and already implemented pigeonhole. In my case though the isoX and isoY for tiles are incorrect, but with the code above it's the only way for me to place them correctly. But at the same time their iso values don't mean anything. I first want the iso values to be calculated correctly and then converting them without the multipliers. But I can't figure it out.